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ship.py
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import pygame
import os
from constants import HEIGHT, WIDTH
from laser import Laser
# Load images
RED_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_red_small.png"))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_green_small.png"))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_blue_small.png"))
# Player ship
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_yellow.png"))
# Boss Ship
BOSS_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_boss.png"))
# Drop
LIFE_DROP = pygame.image.load(os.path.join("assets", "new_life.png"))
# Lasers
RED_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_red.png"))
GREEN_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_green.png"))
BLUE_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_blue.png"))
YELLOW_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_yellow.png"))
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collison(obj):
obj.health -= 10
self.lasers.remove(laser)
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = YELLOW_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs, boss=None):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
if boss:
if laser.collison(boss):
boss.health -= 10
if laser in self.lasers:
self.lasers.remove(laser)
for obj in objs:
if laser.collison(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255,0,0), (self.x, int(self.y + self.ship_img.get_height() + 10), int(self.ship_img.get_width()), 5))
pygame.draw.rect(window, (0,255,0), (self.x, int(self.y + self.ship_img.get_height() + 10), int(self.ship_img.get_width() * (self.health/self.max_health)), 5))
class Enemy(Ship):
COLOR_MAP = {
"red": (RED_SPACE_SHIP, RED_LASER),
"blue": (BLUE_SPACE_SHIP, BLUE_LASER),
"green": (GREEN_SPACE_SHIP, GREEN_LASER),
}
def __init__(self, x, y, color, health=100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class Boss(Ship):
def __init__(self, health=100):
self.x = int(WIDTH/2 - BOSS_SPACE_SHIP.get_width()/2)
self.y = 30
super().__init__(self.x, self.y, health)
self.ship_img = BOSS_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def draw(self, window):
super().draw(window)
self.healthbar(window)
def move(self, vel):
self.x += vel
def healthbar(self, window):
pygame.draw.rect(window, (255,0,0), (self.x, int(self.y + self.ship_img.get_height() + 10), int(self.ship_img.get_width()), 5))
pygame.draw.rect(window, (0,255,0), (self.x, int(self.y + self.ship_img.get_height() + 10), int(self.ship_img.get_width() * (self.health/self.max_health)), 5))
class Drop(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = LIFE_DROP
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel